Back to EveryPatent.com
United States Patent |
6,106,393
|
Sunaga
,   et al.
|
August 22, 2000
|
Game machine
Abstract
In a game machine, game result conditions may be randomly selected for a
predetermined number of games among a plurality of given game result
conditions and a demonstration may be made to provide a player of the game
with a feeling of higher probability of winning a prize in the game when
the randomly selected game result conditions include a given specific game
result condition. The demonstration may be made by a variety of possible
techniques, including using a flashing light or changing the volume or
tone of a sound. Random numbers may be sampled in advance for random
selection of game result conditions for the current game and for one or
more games that will follow the current game, i.e., ranging several games
down from the current game. These random numbers may be used to determine
whether or not a demonstration should be made in the current game. As a
result, more games will have demonstrations than in existing games, in
which only the current games status can be considered, and more effective
demonstrations may be made to enhance a player's interest in playing more
games.
Inventors:
|
Sunaga; Isao (Tokyo, JP);
Danjo; Hiroyuki (Tokyo, JP);
Inamura; Yukinori (Tokyo, JP)
|
Assignee:
|
Universal Sales Co., Ltd. (Tokyo, JP)
|
Appl. No.:
|
919016 |
Filed:
|
August 27, 1997 |
Current U.S. Class: |
463/20; 273/138.2; 463/16 |
Intern'l Class: |
G07F 017/34 |
Field of Search: |
463/16,20,21,22
273/143 R,138.2
|
References Cited
U.S. Patent Documents
4573681 | Mar., 1986 | Okada | 273/143.
|
4618150 | Oct., 1986 | Kimura | 273/143.
|
4718672 | Jan., 1988 | Okada | 273/143.
|
4926327 | May., 1990 | Sidley | 273/138.
|
4993713 | Feb., 1991 | Harada | 273/138.
|
5010995 | Apr., 1991 | Okada | 194/219.
|
5018737 | May., 1991 | Okada | 273/143.
|
5024439 | Jun., 1991 | Okada | 273/143.
|
5074559 | Dec., 1991 | Okada | 273/143.
|
5083785 | Jan., 1992 | Okada | 273/143.
|
5127651 | Jul., 1992 | Okada | 273/143.
|
5380008 | Jan., 1995 | Mathis et al. | 273/143.
|
5609524 | Mar., 1997 | Inoue | 273/143.
|
5667219 | Sep., 1997 | Ishibashi | 273/143.
|
5695188 | Dec., 1997 | Ishibashi | 273/143.
|
5702302 | Dec., 1997 | Gauselmann | 463/20.
|
5785595 | Jul., 1998 | Gauselman | 463/20.
|
5826882 | Oct., 1998 | Ward | 273/143.
|
5873781 | Feb., 1999 | Keane | 463/22.
|
5971850 | Oct., 1999 | Liverance | 463/23.
|
5997401 | Dec., 1999 | Crawford | 463/20.
|
Foreign Patent Documents |
0122138 A2 | Oct., 1984 | EP | .
|
0414427 A2 | Feb., 1991 | EP | .
|
0444932 A2 | Sep., 1991 | EP | .
|
Primary Examiner: Cheng; Joe H.
Assistant Examiner: Hotaling, II; John M.
Attorney, Agent or Firm: Hutchins, Wheeler & Dittmar
Claims
What is claimed is:
1. A game machine, comprising:
random selection means for randomly selecting, at the beginning of the
game, game results conditions for a current game and a predetermined
number of subsequent games among a plurality of given game result
conditions;
storage means for storing said game result conditions selected from the
current game and the predetermined number of subsequent games;
actuating means for actuating the start of the game;
determination means for determining whether or not the game results
conditions randomly selected for the current game and the predetermined
number of subsequent games include a specific game result condition; and
demonstration means for indicating a higher probability of winning a prize
when said randomly selected game result conditions include said given game
result condition for the current game and the predetermined number of
subsequent games stored in said storage means.
2. A game machine according to claim 1, wherein said plurality of given
game result conditions include a pseudo specific game result condition
which is similar to said given specific game result condition and said
demonstration means functions to make demonstration for the current game
in case said pseudo specific game result condition is selected.
3. A game machine according to claim 1, further comprising a second random
selection means for randomly selecting in advance several kinds of game
result conditions for the current game at the beginning thereof, and
selecting one of said several kinds of already selected game result
conditions by a predetermined way to be a real game result condition for
the current game, and wherein said demonstration means functions to make
demonstration for the current game in case said several kinds of randomly
selected game result conditions include said given specific game result
condition.
4. A game machine, comprising:
result selection means for randomly selecting game result conditions for a
current game and at least one subsequent game;
storage means for storing said game result conditions for a current game
and at least one subsequent game;
determining means for determining whether the results selected by said
result selection means include at least one predetermined game result; and
demonstration means, responsive to said determining means for indicating a
higher probability of winning a prize based on the results selected by
said result selection means for the current game and the at least one
subsequent game stored in said storage means.
5. A game machine, according to claim 4, further comprising:
a lever; and
a plurality of reels actuated by said lever, wherein a stopping position of
said reels varies according to said result selection means.
6. A game machine, according to claim 4, wherein said predetermined game
result is a condition in which each of a plurality of reels is aligned
with each of the other reels.
7. A game machine according to claim 4, wherein said result selection means
selects a plurality of sets of randomly selected games results for the
current game and at least one subsequent game; and then selects one result
from the sets of randomly selected games results as a result for the
current game.
8. A game machine, comprising:
a main unit;
an actuator coupled to said main unit;
a result selector coupled to said main unit and having a random result
selection component which selects random results for a current game and at
least one subsequent game, and a plurality of game result storage areas
which store the random results;
a demonstrator indicator coupled to said main unit; and
an activator coupled to said demonstrator and responsive to said result
selector, whereby said activator activates said demonstrator when at least
one of said game result storage areas contains a predetermined game result
for the current game and the at least one subsequent game stored in said
game results storage areas.
9. A game machine according to claim 8, wherein said demonstrator includes
at least one light.
10. A game machine according to claim 8, wherein said demonstrator includes
at least one speaker.
11. A method of playing a game, comprising:
randomly selecting game results for a current game and at least one
subsequent game;
storing, in a storage area, the game results for a curtrent game and at
least one subsequent game; and
demonstrating when the randomly selected game results include at least one
predetermined game result for the current game and the at least one
subsequent game stored in said storage area.
12. A method according to claim 11, further comprising: storing the
randomly selected game result conditions before demonstrating.
13. A method according to claim 12, further comprising: starting the game
after storing the randomly selected game result conditions.
14. A method according to claim 12, further comprising: starting the game
before storing the randomly selected game result conditions.
15. A method according to claim 12, wherein randomly selecting game results
for a current game and at least one subsequent game includes selecting a
plurality of sets of randomly selected game results and selecting a game
result for the current game from the plurality of sets.
16. A method according to claim 12, wherein randomly selecting game result
conditions for a current game and at least one subsequent game includes
selecting a plurality of sets of randomly selected game result conditions
and randomly selecting a game result for the current game from the
plurality of sets.
17. A method, according to claim 12, wherein demonstrating includes
activating at least one light.
18. A method, according to claim 12, wherein demonstrating includes
controlling at least one sound.
19. A method according to claim 12, further comprising: starting the game
by placing at least one token in at least one slot.
20. A method according to claim 12, wherein demonstrating includes
indicating when the randomly selected game results include at least two
predetermined game results.
Description
FIELD OF THE INVENTION
The present invention relates to the field of game machines, and more
particularly to the field of game machines such as slot machines in which
unusual lighting, sounds, or any other similar indicator signals that a
player may most likely win a prize.
BACKGROUND
Game machines such as slot machines that pay back tokens such as coins for
winning game results are very popular. For slot machines, for example,
players start a game by pulling a start lever after putting a token into
the slot machine. A plurality (three, for example) of reels with numerous
types of symbols arranged on the circumference rotate at high speed in the
slot machine, and the prize status is determined by the combination of the
symbols on the reels displayed at a given location in the window when the
reels have stopped. The number of tokens that are paid out (i.e., the
prize status) is determined by the combination of symbols when the reels
have stopped. Slot machine prizes typically include "Big Jackpots," where
a large number of tokens, such as 1000 or more tokens, for example, are
paid back as a result when a bonus game has been awarded, as well as
so-called "Little Jackpots" or "Small Jackpots". The player plays the slot
machine in anticipation of increasing the number of tokens in the player's
possession, but since the number of tokens in the player's possession does
not increase all that much with "Small Jackpots," the player plays the
slot machine while hoping for a "Big Jackpot" that will quickly increase
the number of tokens in the player's possession.
The type of slot machine in which the prize status is determined by random
selection using random numbers for each game is known. In this type of
slot machine, the prize status is randomly selected when a token is put
into the slot machine and the start lever is pulled, and the current game
prize status is determined. When the current game prize status has been
determined, the reels are rotated to begin the game. In most slot
machines, the player can operate stop buttons provided in the slot machine
to stop the reels, but in the type of slot machine in which the prize
status is determined by random selection using random numbers for each
game, the reels are not stopped immediately when the player actuates the
stop buttons, but instead are stopped when the symbols on the reels reach
the position corresponding to the prize status previously determined by
random selection.
However, it is possible for too much time to pass after the player presses
the stop buttons until the reels stop at the prize status that had been
previously determined by random selection. This could lead to unnatural
reel-stopping operations. In such cases, the reels may be stopped at a
point that does not match the prize status previously determined by random
selection. In other words, when too much time passes until the reels stop
after the player has operated the stop bottons, leading to unnatural
reel-stopping operations, the reels are stopped irrespective of the prize
status previously determined by random selection. As a result, even when
the prize status previously determined by random selection would have
been, for example, a "Big Jackpot," the prize status may end up being a
"Lose" due to the timing with which the player has actuated the stop
buttons. Conversely, when the prize status previously determined by random
selection would have been a "Lose," the prize status may end up being a
"Big Jackpot" due to the circumstances under which the player actuated the
stop buttons.
In the type of slot machines in which the prize status is determined by
random selection using random numbers for each game, the prize status is
randomly selected when the token has been put into the slot machine and
the start lever has been pulled, so the current game prize status is
already known when the reels begin to rotate. As described above, the
player plays slot machines hoping for a "Big Jackpot" to quickly increase
the number of tokens in the player's possession, and when it is known that
there is an extremely high probability that the current game will result
in a "Big Jackpot" as a result of previous random selection, it may be
advantageous to alert the player to that fact. As described above, it is
possible that the current game prize status might still end up as a "Lose"
due to the timing with which the player actuates with the stop buttons.
SUMMARY OF THE INVENTION
An object of the present invention is to provide a game machine which can
make more effective demonstrations when a "Big Jackpot" is most likely to
be won based on random selection of the game prize status for the current
game and for successive games. A game machine, described herein, for
accomplishing this result may include random selection means for randomly
selecting, at the beginning of the game, game result conditions for a
predetermined number of games among a plurality of given game result
conditions, storage means for storing the game result conditions selected
for the predetermined number of games, actuating means for actuating the
start of the game, determination means for determining whether or not the
game result conditions randomly selected for the predetermined number of
games include a given specific game result condition, and demonstration
means for indicating a higher probability of winning a prize in the game
when the randomly selected game result conditions include the given
specific game result condition. Optionally, the plurality of given game
result conditions may include a pseudo specific game result condition
which is similar to the given specific game result condition and the
demonstration means may function to make demonstration for the current
game in case the pseudo specific game result condition is selected.
Alternatively, a second random selection means also may be included for
randomly selecting in advance several kinds of game result conditions for
the current game at the beginning thereof, and selecting one of the
several kinds of already selected game result conditions by a
predetermined way to be a real game result condition for the current game,
wherein the demonstration means may function to make demonstration for the
current game in case the several kinds of randomly selected game result
conditions include the given specific game result condition.
A game machine according to an embodiment of the present invention may
include result selection means for randomly selecting game result
conditions for a plurality of games, determining means for determining
whether the results selected by the result selection means include at
least one predetermined game result, and demonstration means, responsive
to the determining means, for indicating a higher probability of winning a
prize based on the results selected by the result selection means. The
predetermined game result may be a condition in which each of the
plurality of reels is aligned with each of the other reels. Alternatively,
the result selection means may select a plurality of sets of randomly
selected game results for the plurality of games, and then select one
result from the plurality of sets of randomly selected game results as the
result for the current game.
A game machine according to an embodiment of the present invention may
include a main unit, an actuator coupled to the main unit, a result
selector coupled to the main unit and having a random result selection
component and a plurality of game result storage areas, a demonstrator
coupled to the main unit, and an activator coupled to the demonstrator and
responsive to the result selector, whereby the activator may activate the
demonstrator when at least one of the game result storage areas contains a
predetermined game result. The demonstrator may include at least one light
or at least one speaker, or some combination or variation thereof.
A method of playing a game according to an embodiment of present invention
may include randomly selecting game results for a plurality of games and
demonstrating when the randomly selected game results include at least one
predetermined game result. The randomly selected game result conditions
may be stored before demonstrating. The game may be started either before
or after storing the randomly selected game result conditions. Randomly
selecting game results for a plurality of games may include selecting a
plurality of sets of randomly selected game results and selecting a game
result for the current game from the plurality of sets. The second
selection may be made randomly. Demonstrating may include activating at
least one light, or controlling at least one sound, or some combination
thereof The game may be started by placing at least one token in at least
one slot. Optionally, demonstrating may include indicating when the
randomly selected game results include at least two predetermined game
results, or some combination of predetermined game results.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 illustrates a slot machine according to an embodiment of the present
invention.
FIG. 2 illustrates the windows for viewing the reels of the slot machine
depicted in FIG. 1.
FIG. 3 is a flowchart illustrating the process for determining active prize
lines.
FIG. 4 is a flowchart illustrating a basic game progress.
FIG. 5 is a flowchart illustrating a determination of the prize and paying
out of tokens.
FIG. 6 is a schematic diagram of a microcomputer controlling a game
machine.
FIG. 7 is a flowchart illustrating the operation of a game machine.
FIG. 8 is a schematic illustration of the structure of a random number
store in a game machine.
FIG. 9 is a flowchart illustrating operation of a game machine according to
another embodiment of the present invention.
FIG. 10 is a schematic diagram illustrating structure of a random number
store for the game machine of FIG. 9.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
In the type of slot machines in which the prize status is determined by
random selection using random numbers for each game, the prize status is
randomly selected when the token has been put into the slot machine and
the start lever has been pulled, so the current game prize status is
already known when the reels begin to rotate. The player plays slot
machines hoping for a "Big Jackpot" to quickly increase the number of
tokens in the player's possession, and when it is known that there is an
extremely high possibility that the current game will result in a "Big
Jackpot" as a result of previous random selection (as described above, it
is possible that the current game prize status might end up as a "lose"
due to the timing which the player actuates the stop buttons), it would be
extremely significant to make a demonstration alerting the player to that
fact. In the type of slot machines in which the prize status is determined
by random selection using random numbers for each game, when the prize
status resulting from random selection in the current game is a "Big
Jackpot," a demonstration may be made by unusual operations, such as
unusual lights or sounds.
However, in the conventional slot machines described above, the results are
randomly selected using random numbers for each game, so only the current
game prize status is known. Thus, demonstrations are made only when the
randomly selected result of the current game is a "Big Jackpot," and there
are fewer demonstrations when there are fewer "Big Jackpots. " There is
thus a problem in that the demonstrations are not very effective in
arousing the interest of the player to play more games.
Referring to FIG. 1, a slot machine according to an embodiment of the
present invention includes a main unit 10 having a display panel 11 for
noting the combination of prize symbols, winnings, and the like. A speaker
56 and one or more lights 38 is included on the display panel 11, or may
be placed elsewhere on the main unit 10. Changes in the tone, volume or
nature of the sounds may be broadcast through speaker 56, or changes in
the color or timing of the light 38, or some combination thereof, may be
used to demonstrate the prize status, i.e., the likelihood of winning a
prize, to the player. Alternatively, static or moving text, numbers, or
designs could be illuminated in a portion of the display panel 11 or on
the main unit to indicate to the player that there is an increased
likelihood of winning a "Big Jackpot". A front door panel 20 is shown on
the main unit 10. The panel 20 may be opened and closed on the main unit
10 by a set of hinges 12 to allow the contents of the main unit 10 to be
inspected and repaired, to recover and replace tokens, and to perform
similar functions.
One or more windows 21a-c (three are shown in FIG. 1) are provided on the
front door panel 20 for viewing one or more reels 24a-c located on the
main unit 10 side. A digital display 22 is provided for the sequential
digital display of the number of tokens paid out for a prize or of the
number of tokens paid out as tokens are paid out. A token input slot 23 is
included to allow a player to insert a token before the start of the game.
A plurality of stop buttons 25a-c are provided to allow a player, or a
control device, to operate the buttons to stop the rotating reels at an
arbitrary time. A start lever 26 is shown on the front, or may be placed
on the side, of the main unit 10 to allow a player to start the game and
rotate the reels. A set of stop lamps 27a-c are provided. The stop lamps
27a-c may be controlled so as to light up after the reels 24a-c have
rotated a prescribed number of times by the operation of the start lever
26, and to indicate that the stop buttons 25a-c have been activated. A
token pay outlet 30 and a receiving dish 31 are located at the bottom, or
may be located on the side, of the main unit 10. A set of display lamps
14a, 14b, 14c, 14b', 14c', which are marked with the characters "1", "2",
and "3" are shown on the front of the main unit 10.
FIG. 2 is a more detailed view of the window for viewing the reels 24a-c of
the slot machine depicted in FIG. 1. In the example shown, the number of
prize lines is selected according to the number of tokens entered prior to
the start of the game. That is, in FIG. 2, three symbols, S, on each of
the three reels 24a-c may be seen through each of the three windows 21a-c.
The display lamps 14a, 14b, 14c, 14b', 14c' are connected so as to light
up to display the lines that have been activated according to the number
of tokens entered. Thus, the selection of the number of active lines is
determined by the number of tokens entered prior to the operation of the
start lever 26. When one token is entered, only one line, which is
associated with one display lamp 14a and mark "1", is activated per prize
determination; when two tokens are entered, a total of three lines, which
are associated with three display lamps 14a, 14b, 14b' and the marks "1"
and "2" are activated per prize determination; and when three tokens are
entered, a total of five lines, which are associated with all five of the
display lamps 14a, 14b, 14c, 14b', 14c' and with the marks "1", "2" and
"3", are activated. In FIG. 2, one or more of the display lamps 14a, 14b,
14c, 14b', 14c' light up to display the lines that have been activated
according to the number of tokens entered. The selection of the number of
active lines is determined by the number of tokens entered prior to the
operation of the start lever 26. This selection is done in accordance with
the flowchart shown in FIG. 3.
FIG. 3 is a flowchart 100 illustrating the selection of lines to activate
by lighting up one or more of the lamps 14a, 14b, 14c, 14b', 14c'. The
selection may be made using a microswitch, a photosensor, or another
similar electrical signal-based system for detection of the insertion of a
token and determination as to whether or not the start lever 26 has been
operated. In the flowchart 100, the line activation process starts at a
step 101 indicating conclusion of a prior game. Following the step 101 is
a test step 102 that determines whether a token has been entered. The test
step 102 is repeated until a token is entered. Once a token has been
entered, control passes to a step 104 so that a single display lamp 14a
will be lit to activate a single line, which is marked with a "1" in FIG.
1. Following the step 104 is a test step 106 that determines whether the
start lever 26 has been pulled. If the start lever 26 has been pulled,
then the game proceeds to a game start step 120 and the game starts.
Otherwise, a test step 108 determines whether a second token has been
entered. The test steps 106, 108 are repeated until either the lever 26 is
pulled or a second token is entered. If a second token is entered, control
passes to a step 110 that indicates that two more lamps 14b, 14b' will be
lit to activate two more lines, which are marked with a "2" in FIG. 1, for
a total of three lines activated. Following the step 110, a test step 112
is performed to test whether the start lever 26 has been pulled. If the
start lever 26 has been pulled, control passes from the step 112 to the
game start step 120. Otherwise, a test step 114 is performed to determine
whether a third token has been entered. The steps 112, 114 are repeated
until either the lever 26 is pulled or a third token is entered. If a
third token is entered, two more display lamps 14c, 14c', which are marked
with a "3" in FIG. 1, will be lit to activate two more lines, for a total
of five lines activated. A test step 118 is then performed to determine
whether the start lever 26 has been pulled. If the start lever 26 has been
pulled, then control passes to the game start step 120. Otherwise, the
test step 118 is repeated. In the "active line" process shown in FIG. 3,
one or more of the display lamps 14a, 14b, 14c, 14b', 14c' are turned on
depending on the number of tokens entered, and, at the same time, a signal
is input to the microcomputer, as described below, so that the number of
token entered is taken into account during the determination of the prize.
FIG. 4 is a flowchart 200 illustrating progress of the game once the number
of prize lines has been determined in accordance with the process shown in
FIG. 3 (or by following one of a variety of conventional processes
equivalent to that shown in FIG. 3). The game begins at the game start
step 120 (of FIG. 3). A reel rotation step 202 follows the start step 120.
Following the reel rotation step 202 is a delay step 204. Following the
delay step 204 is a result selection step 206 in which the results for a
plurality of games are randomly selected to provide a random selection of
prize status. Following the result selection step 206 is a step 208 in
which the stop lamp is turned on. Following the step 208 is a test step
210 in which it is determined whether the first stop button 25a has been
pressed. If so, the first reel 24a is stopped at a step 212, after which
control passes to a test step 214. Otherwise, control passes from the step
210 to the test step 214. The test step 214 determines whether the second
stop button 25b has been pressed. If so, then the second reel 24b is
stopped in a step 216, after which control passes to a test step 218.
Otherwise, control passes from the step 214 to the test step 218. The test
step 218 determines whether the third stop button 25c has been pressed. If
so, control passes to a step 220 in which the third reel 24c is stopped,
after which a test step 222 is performed. Otherwise, control passes from
the step 218 to the test step 222. At the test step 222, it is determined
whether all of the reels 24a-c have been stopped. If so, then control
passes to a game end step 224. Otherwise, control returns to the test step
210 and the process is repeated.
After the number of prize lines have thus been determined, the game
progresses according to the flowchart in FIG. 4. The three reels 24a-c
rotate when the start lever 26 is operated. The prize status, as described
below, is randomly selected, either immediately or after a prescribed
period of time has passed. The stop buttons 25a-c are activated to stop
the reels 24a-c and the stop lamps 27a-c light up to indicate that the
reels 24a-c have stopped.
The reel stopping steps 210, 214, 218 in the flowchart of FIG. 4 are
determined and processed depending on whether the stop buttons 25a-c have
been operated for the rotation of the three reels 24a-c. When any of the
three stop buttons 25a-c is operated and the reel corresponding to that
stop button is rotating, then that reel is stopped. Accordingly, any of
the three reels 24a-c can be stopped, for example, and the current game
will be over when it is determined that all of the reels 24a-c have been
stopped at the step 222. When the game is over, the process for
determining the prize is carried out.
FIG. 5 is a flowchart 300 illustrating the determination of the prize when
the game is over. Following the game end step 224 (of FIG. 4), control
passes to a step 312 in which determination of the prize is made.
Following the step 312 is a test step 314 which tests whether a prize was
won. If so, control passes to a step 316. Otherwise, control passes to the
game over step 101 (of FIG. 3). In the step 316 the prize tokens are paid
out in the proper amount. Following the step 316 is a test step 318 in
which it is determined whether the paying out has been completed. If so,
control passes to the game over step 101. Otherwise, control returns to
the step 316 and the process is repeated until the game over step 101 is
reached.
The prize determination process is carried out according to conventional
techniques. Tokens are paid out when a prize has been won. During the
prize determination step 312, optoelectric signal components provided for
the symbols on the reels 24a-c may be read by photosensors. Alternatively,
signal components may be provided at locations on the reels 24a-c so that
reset pulses may be obtained for each reel rotation by pulse motors that
drive the reels 24a-c, allowing determination of whether a pulse signal
has been supplied for any pulse to the pulse motor until the reels 24a-c
have been stopped following the production of the reset pulse. In the
prize determination step 312, the symbols of the reels 24a-c are used as
code signals and the combination is matched with the ROM, as described
below. When a prize has been won, a hopper motor is driven to pay out the
prize tokens. The tokens that are paid out are counted, for example, by a
token counter located in the token pay out route, and the game is over
when the prescribed number of tokens has been reached.
FIG. 6 is a block diagram depicting the microcomputer controlling the slot
machine in the present invention. In FIG. 6, a block A indicates a main
control component having a main CPU 50, a ROM 51, and a RAM 52. The ROM 51
stores a correspondence table of the symbols described above and symbol
codes, stores symbol codes corresponding to prizes, and stores a table of
the number of prize tokens paid out, as well as prize probability tables
and the like for the prize status when a prize is awarded for the game
that has been run. The RAM 52 prepares random number locations for
temporarily storing random number samples after the start of a game,
memory for temporarily storing data such as rotating reel code numbers,
symbols, and the like. A clock pulse generator 53 is included to generate
a standard pulse, such as a 4 MHz pulse. The clock pulse generator 53 is
coupled to a divider 54 and actuates the main CPU 50 based on the standard
pulse. A divider 54 also is included. The divider 54 gives an interruption
pulse of 500 Hz, for example, to the main CPU 50 to interrupt the
execution process of a program. A sound generator 55 also is shown. The
sound generator 55 is driven to produce sounds by means of a speaker 56 to
enhance game interest at prescribed periods after the start of the game.
The sound generator 55 may also be used as a demonstration means, as
described below. An LED drive component 57 that drives a display such as a
seven-segment digital display light-emitting diode 58, for example, also
may be included. The LED drive component 57 may be used to display the
number of tokens paid out or the like.
Another block B in FIG. 6 is used to show a reel drive. The three reels
24a-c are driven by three pulse motors 28a-c. The motors 28a-c rotate with
drive pulses from a motor drive component 60. For example, the reels 24a-c
may be rotated so that, for each pulse, one symbol per reel is visible on
each of the reels 24a-c from the windows 21a-c. The reels 24a-c may be
constructed so as to produce a reset signal for each rotation. The reset
signals may be detected by a detection block 61. In the main CPU 50, the
reset signals from the detection block 61 and the number of drive pulses
given to the motor may then be compared, so that the type of reel symbol
visible in the windows 21a-c may be specified.
Another block C in FIG. 6 is used to show components for providing a stop
operation, including a stop signal generator 65 that detects the pressing
of the stop buttons 25a-c provided for the reels 24a-c. A prize token pay
out hopper 70 and a hopper motor drive component 71 also are shown in FIG.
6. A token detector 72 that detects the insertion of tokens prior to the
start of the game also is shown. The signal for the number of tokens paid
out from the hopper 70 and the signal for the number of tokens entered
from the token detector 72 are sent via a switch input component 75, the
main CPU 50 and a count drive component 76 to a counter or lamp 77, and
the number of tokens entered or paid out is detected, or the display lamps
14a, 14b, 14c, 14b', 14c', for the active prize lines are lit up according
to the number of tokens entered. The lamp 77 also can be used as a
demonstration means, as described below. When three tokens are entered by
a player, a lock solenoid 73 is driven to lock the entered tokens. Another
switch operating component 78, such as a stop switch or the like, is
operated when a player wishes to stop a game after a token has been
entered. A start signal generator 79 is shown and may be constructed, for
example, using the start lever 26.
The system described above allows the determination process of the game to
be carried out by a program executing on the main CPU 50. The method for
randomly selecting the prize status and the method for determining whether
or not a demonstration is to be made, which are features of this
alternative embodiment, are described below. The prize status may be
randomly selected as a result of a match between the random number values
sampled at the start of the game, as described above, and the groups of
numerical values for awarding a prize which are stored in the prize table
in the ROM 51.
FIG. 7 is a flowchart 400 describing one possible method of operation of
the slot machine in an embodiment of the present invention and FIG. 8 is
an illustration of the structure. Turning first to FIG. 7, the operation
process begins at an all clear step 401. Following the step 401 is a step
402 in which random numbers are sampled for four games and stored in a
random number store (shown in FIG. 8 and described below). Following the
step 402 is a game start step 404 in which the game starts. Following the
step 404 is a test step 406 in which a test is made to determine whether a
token has been entered. If so, control passes to a test step 408.
Otherwise, the test step 406 is repeated. In the test step 408, it is
determined whether the start lever 26 is on. If so, control passes to a
test step 410. The test steps 406, 408 are repeated until either the start
lever 26 is on or a token is entered. In the test step 410, a
determination is made whether there is a "One Shy" (described below) of
1000 or more tokens occurring in the random number store. If so, control
passes to a step 412 in which a demonstration flag is set, and, following
the step 412, control passes to a step 414. Otherwise, control passes from
the step 410 to the step 414 and thus the demonstration flag is not set.
In the step 414, a first random number is extracted from the random number
store to determine the prize status. Following the step 414 is a step 416
in which the random numbers in the random number store are shifted, as
described below. Following the step 416 is a step 418 in which a random
number for one game is sampled. Following the step 418 is a step 420 in
which the random number sampled in the step 418 is stored in the fourth
random storage number area of the random number store. Following the step
420 is a test step 422 in which it is determined whether the demonstration
flag is ON. If so, control passes to a step 424 in which reel rotation
starts in a staggered manner. Otherwise, control passes to a step 426 in
which reel rotation starts in a normal manner. Following each of the steps
424, 426 is a step 428, in which the demonstration flag is cleared when
all reels stop rotating. Following the step 428, control passes to the
game over step 101.
FIG. 8 illustrates a possible structure of the random number store 80.
When, for example, the main power source switch (not shown) of the slot
machine is turned on, or when a clear switch (not shown) is switched on,
the entire system is initialized. Upon initialization, the random numbers
stored in the random number store 80 shown in FIG. 8 are cleared, and the
demonstration flag is cleared in the all clear step 401.
As shown in FIG. 8, the random number store 80 has four areas: a first
random number area 81, a second random number area 82, a third random
number area 83, and a fourth random number area 84, in which four random
numbers .alpha., .beta., .gamma., .delta. can be stored. The first random
number .alpha. stored in the first random number area 81 is used in the
random selection of the current game prize status, the second random
number .beta. stored in random number area 82 is used in the random
selection of the prize status in the game following the current game, the
third random number .gamma. stored in random number area 83 is used in the
random selection of the prize status of the second game following the
current game, and the fourth random number .delta. stored in the fourth
random number area 84 is used in the random selection of the prize status
in the third game following the current game. That is, random numbers are
stored to be used for the next three games following the current game as
well as for the current game, i.e., up through the next three games from
the current game. In the present embodiment, it is possible to determine
the prize status, and therefore the stopping position of all of the reels
24a-c, using one random number. However, the present invention is not
limited to this, and a random number may be provided for each of the reels
24a-c, or for a subset of the reels 24a-c.
To return to the flowchart 400 of FIG. 7, in the all clear step 401, the
entire system is initialized and the random numbers stored in the random
number store 80 are cleared. Following the all clear step 401 is the step
402 in which random numbers for four games (a total of four random
numbers) are sampled and the sampled random numbers are stored in the
first, second, third and fourth areas 81-84 in the random number store 80.
Following the step 402 is the game start step 404, where the main unit 10
of the slot machine is placed in game start mode. In the step 406, it is
determined whether a token has been inserted. In the step 408, which
occurs after a token has been inserted, it is determined whether the start
lever 26 has been actuated.
When the start lever 26 is on, it is determined at the test step 410
whether any of the four random numbers in the random number store 80
correspond to a "Big Jackpot," that is, a prize paying out 1000 or more
tokens, or a state in which there is no "Big Jackpot" because the symbol
on one of the reels 24a-c (three reels in the present embodiment) does not
match (here, the state of two matches is called "One Shy"). (If four or
more reels were used and all but two reels matched, then the state could
be called "Two Shy", and so on, depending on the number of reels used. The
condition of having all but a predetermined number of reels, or dice, or
other similar type of game feature, match or correspond is referred to
herein as a pseudo specific game result condition.) When there is no "One
Shy" random number, the game proceeds to the step 414. When there is a
"One Shy" random number, a demonstration flag is set up in the step 412.
Alternatively, a different type of demonstration could be made depending
on whether a "One Shy", "Two Shy", "Big Jackpot", "Little Jackpot", or
some combination or variation thereof, was present in one or more of the
areas in the random number store 80.
In the step 414, a random number is taken from the first random number area
81 in the random number store 80. The random number thus taken is used for
random selection of the current game prize status, and the current game
prize status is determined. In the step 416, the random number stored in
the second random number area 82 is then moved to the first random number
area 81, the random number stored in the third random number area 83 is
moved to the second random number area 82, and the random number stored in
the fourth random number area 84 is moved to the third random number area
83. In the step 418, a new random number to be stored in the fourth random
number area 84 is then sampled. In the step 420, the new random number is
stored in the fourth random number area 84.
In the step 422, the system checks to see whether or not the demonstration
flag is ON, i.e., is set. When the demonstration flag is not ON, the reels
begin to rotate together as usual in the step 426. When the demonstration
flag is ON, the reels start rotating in a staggered manner (for example,
the first reel 24a is rotated, and a little while later the second and
third reels 24b, 24c are rotated) in the step 424. A demonstration may be
made shortly after the reels begin to rotate. That is, a player may know
there is no probability of a "Big Jackpot" when the reels start to rotate
simultaneously, whereas a player may know that there is a probability of a
"Big Jackpot" when the reels start rotating in a staggered manner, thereby
giving the player greater hope. When all the reels are stopped, the
demonstration flag is cleared in a clearing step 428, and the game is
over. The system subsequently returns to the game start step 404 at the
start of the game, and the next game is begun.
In the present embodiment, random numbers for the current game through the
next three games have been previously sampled and are used to determine
whether or not a demonstration is to be made in the current game, so there
is a greater number of games with demonstrations than in existing games,
making it possible to provide effective demonstrations arousing the
interest of the player.
A demonstration may be made even when there is no "Big Jackpot" if the
symbol on one of the reels does not match those on the other reels, i.e.,
a "One Shy" condition is present, or, alternatively, if the symbols on two
of four or more reels do not match those on the other reels, i.e., a "Two
Shy" condition is present, thus increasing the number of games with
demonstrations and making it possible to provide effective demonstrations
arousing the interest of the player.
In the present embodiment, a plurality of random numbers may be stored in
the random number store 80 for use in the next three games, but the
present invention is not limited to this situation, and a plurality of
random numbers to be used in more or less than the next three games can
also be stored in the random number store 80.
An additional alternative embodiment of a slot machine featuring the
application of the present invention is described below. The appearance
and basic operation of the slot machine in this alternative embodiment are
similar to those of the embodiment described above, so FIGS. 1 through 6
are also applicable to this alternative embodiment and will not be
repeated. The method for randomly selecting the prize status and the
method for determining whether or not a demonstration is to be made, which
are features of the alternative embodiment, will be described first. For
example, the prize status may be randomly selected as result of a match
between the random number values sampled at the start of the game and the
groups of numerical values for awarding a prize that are stored in the
prize table in the ROM 51.
FIG. 9 is a flowchart 500 illustrating operation of the slot machine in the
additional alternative embodiment. The process begins with an all clear
step 501. Following the step 501 is a step 502 in which two types of
random numbers are sampled for four games and are stored in the random
number store. Following the step 502 is a game start step 504 in which the
game is started. Following the step 504 is a test step 506 in which it is
determined whether a token has been entered. If so, control passes to a
test step 508. Otherwise, the test step 506 is repeated until a token is
entered.
In the test step 508, it is determined whether the start lever is ON. If
so, control passes to a test step 510. Otherwise, the test steps 506, 508
are repeated until either a token is entered or the start lever 26 is ON.
In the test step 510, it is determined whether a jackpot of 1000 or more
tokens occurs in the random number store. If so, control passes to a step
512 in which a demonstration flag is set. Otherwise, control passes from
the step 510 to a step 514. In the step 514, a random number from a
category A (described below) is sampled. Following the step 514 is a step
516 in which a random number from the first random number area of the
random number store is extracted to determine the prize status for the
current game. Following the step 516 is a step 518 in which there is a
shift of the numbers in the random number store (as described below).
Following the step 518 is a step 520 in which two types of random numbers
are sampled for one game. Following the step 520 is a step 522 in which
the two types of random numbers sampled in the step 520 are stored in the
fourth random number storage area in the random number store. Following
the step 522 is a test step 524 in which it is determined whether the
demonstration flag is ON. If so, control passes to a step 526 in which a
staggered reel start is made. Otherwise, control passes from the step 524
to a step 528 in which a normal reel start is made. Following the step 526
or the step 528 is a step 530. In the step 530, the demonstration flag is
cleared when all reels stop. Following the step 530 is a game over step
532. Following the game over step 532, control returns to the game start
step 504.
FIG. 10 illustrates structure of the random number store in the additional
alternative embodiment. When, for example, the main power source switch of
the slot machine is turned on, or when a clear switch (not shown) is
switched on, the entire system is initialized. Upon initialization, the
random numbers stored in the random number store 81 shown in FIG. 10 are
cleared, and the demonstration flag described below is cleared at the all
clear step 501.
As shown in FIG. 10, the random number store 90 has four areas: a first
random number area 91, a second random number area 92, a third random
number area 93, and a fourth random number area 94, in each of which are
provided two types of sub-areas for a first and a second random number.
The random number store 90 can thus store eight random numbers
.alpha..sub.1, .alpha..sub.2, .beta..sub.1, .beta..sub.2, .gamma..sub.1,
.gamma..sub.2, .delta..sub.1, .delta..sub.2, which are referred to herein
as random number set B.
Either of the two random numbers (first and second random numbers) stored
in the two sub-areas of random number area 91 may be used in the random
selection of the current game prize status, either of the two random
numbers stored in the two sub-areas of the second random number area 92
may be used in the random selection of the prize status in the game
following the current game, either of the two random numbers stored in the
two sub-areas of the third random number area 93 may be used in the random
selection of the prize status of the second game following the current
game, and either of the two random numbers stored in the two sub-areas of
the fourth random number area 94 may be used in the random selection of
the prize status in the third game following the current game. That is,
random numbers may be stored for use in the next three games following the
current game as well as in the current game, i.e., to be used up through
the next three games following the current game, (or another alternative
embodiment, in more or less than the next three games following the
current game).
A set of one or more separate random numbers, which are referred to herein
as random number set A, that are not stored in the random number store 90
also may be provided. In an embodiment described herein, these separate
random numbers in random number set A may be obtained by the random
generation of two one-bit types of numbers such as zero and one. The
random number used in the current game may be selected from between the
two random numbers stored in the first random number area 91 of the random
number store 90, depending on whether the corresponding separate random
number A is zero or one.
The prize status, that is, the position where the reels 24a-c stop, may be
determined with a single random number or random numbers may be provided
for each of the reels 24a-c.
To return to the description in FIG. 9, in the step 502, random numbers for
four games (a total of eight random numbers) are sampled, the sampled
random numbers are stored in the first through fourth random number areas
91-94 in the random number store 90, and the slot machine is placed in
game start mode in the game start step 504. Whether or not a token has
been inserted is then detected in the step 506, and after a token has been
inserted, whether or not the start lever 26 has been pulled on is then
detected in the step 508.
When the start lever 26 has been pulled, the system checks in the step 510
to see whether any of the eight random numbers in the random number store
90 correspond to a "Big Jackpot" state, that is, a prize paying out 1000
or more tokens. When there is no "Big Jackpot" random number, the game
proceeds in the step 514, and when there is a "Big Jackpot" random number,
a demonstration flag is set in the step 512.
In the step 514, the random numbers A described above are sampled, and
based on the value of the random number A, the random number used in the
current game is determined from among the two random numbers (random
numbers .alpha..sub.1, and .alpha..sub.2) in the first random number area
91 of the random number store 90. The random number thus determined is
randomly selected from the random number store 90 and is used for the
random selection of the prize status of the current game to determine the
prize status of the current game in the step 516. The two random numbers
stored in the second random number area 92 of the random number store 90
are then moved to the first random number area 91, the two random numbers
stored in the third random number area 93 are moved to the second random
number area 92, and the two random numbers stored in the fourth random
number area 94 are moved to the third random number area 93 in the step
518. Two new random numbers to be stored in the fourth random number area
94 of the random number store 90 are then sampled in the step 520 and then
stored in the fourth random number area 94 in the step 522.
At the step 524, the system checks to see whether or not the demonstration
flag is ON, namely, is set. When the demonstration flag is not ON, the
reels begin to rotate together as usual in the step 528. When the
demonstration flag is ON, the reels start rotating in a staggered manner
(for example, the first reel 24a is rotated, and a little while later the
other two reels 24b, 24c are rotated) in the step 526. In the present
embodiment, a demonstration may be made shortly after the reels 24a-c
begin to rotate. That is, the player knows there is no probability of a
"Big Jackpot" when the reels start to rotate simultaneously, whereas the
knowledge that there is a probability of a "Big Jackpot" when the reels
start rotating while staggered gives the player greater hope. However,
whether the random number for the "Big Jackpot" is actually used is
determined after the demonstration flag has been set to ON. Therefore,
there is a demonstration, and the reels are sometimes staggered as a
result, bolstering the player's anticipation and arousing further
interest. When all the reels are stopped, the demonstration flag is
cleared at the step 530, and the game is over. The system subsequently
returns to the game start step 504, and the next game may be started.
In an embodiment disclosed herein, random numbers for the current game
through the next three games have been previously sampled and are used to
determine whether or not a demonstration is to be made in the current
game, so there is a greater number of games with demonstrations than in
the past, making it possible to provide effective demonstrations arousing
the interest of the player.
In an embodiment disclosed herein, random numbers used in the current game
are selected from two types of numbers (first and second random numbers),
and a total of eight random numbers are used as a basis for determining
whether or not a demonstration is to be made, thus increasing the number
of games with demonstrations and making it possible to provide effective
demonstrations arousing the interest of the player.
In an embodiment disclosed herein, a plurality of random numbers to be used
in the next three games can be stored in the random number store 90, but
the present invention is not limited to this, and a plurality of random
numbers to be used in the next several games can also be stored in the
random number store 90.
In an embodiment disclosed herein, a set of random numbers A allowing two
types of random numbers to be taken are provided, and two random numbers
used per game are stored at approximately the same time or simultaneously
in the random number store 90, but the present invention is not limited to
this, the set of random numbers A may allow several random numbers to be
taken, of more than one-bit if desired, and several random numbers used
per game may be stored in groups in the random number store 90.
The demonstration means in an embodiment disclosed herein relates to the
divergence between the reels 24a-c, but the present invention is not
limited to this and may also be constructed so as to appeal to the overall
senses of the player by flashing the display lamps of the prize line or
changing the sound from a sound generator in volume or tone.
As described above, the embodiments disclosed herein generally relate to
slot machines, but the present invention is not limited to slot machines,
and may be used for any game machine in which game results can be randomly
selected.
While the invention has been disclosed in connection with the preferred
embodiments shown and described in detail, various modifications and
improvements thereon will become readily apparent to those skilled in the
art. Accordingly, the spirit and scope of the present invention is to be
limited only by the following claims.
Top